Dr. Mario (SSBU)/Down tilt: Difference between revisions
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*{{buff|Down tilt has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. This significantly improves its combo potential, granting it KO setups into Super Jump Punch at high percents.}} | *{{buff|Down tilt has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. This significantly improves its combo potential, granting it KO setups into Super Jump Punch at high percents.}} | ||
==Hitboxes== | ==Hitboxes== | ||
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier. | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
! Hitstun | ! Hitstun | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=7.0% | |damage={{rollover|7.0%|8.232% with Dr. Mario's damage multiplier|y}} | ||
|angle=80 | |angle=80 | ||
|bk=35 | |bk=35 | ||
Line 33: | Line 34: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=5.0% | |damage={{rollover|5.0%|5.88% with Dr. Mario's damage multiplier|y}} | ||
|angle=80 | |angle=80 | ||
|bk=35 | |bk=35 | ||
Line 51: | Line 52: | ||
}} | }} | ||
|'''+3''' frames | |'''+3''' frames | ||
|} | |} | ||
Line 71: | Line 71: | ||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|interruptible=y}} | ||
==Trivia== | |||
*The move has a 40% trip chance that can never actually happen, due to its vertical launch angle. | |||
{{MvSubNavDrMario|g=SSBU}} | {{MvSubNavDrMario|g=SSBU}} | ||
[[Category:Dr. Mario (SSBU)]] | [[Category:Dr. Mario (SSBU)]] | ||
[[Category:Down tilts (SSBU)]] | [[Category:Down tilts (SSBU)]] |
Latest revision as of 10:18, June 21, 2022
Overview[edit]
A leg sweep attack. Coming out on frame 5, and interruptible on frame 28, it is roughly just as fast as his other tilts, but arguably much more useful. Starting in version 7.0.0, due to its combination of low knockback, vertical launch angle, and additional hitstun, it can easily combo into many powerful moves like up aerial, Super Jump Punch, and Dr. Tornado, all of which are kill confirms as early as 100% for some characters. It can even hit opponents hanging on the ledge despite its below average range. All of these factors make down tilt one of Dr. Mario's greatest combo starting tools.
Update History[edit]
- Down tilt has less knockback scaling (80 → 55), and inflicts 3 additional frames of hitstun. This significantly improves its combo potential, granting it KO setups into Super Jump Punch at high percents.
Hitboxes[edit]
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
Timing[edit]
Hitboxes | 5-7 |
---|---|
Interruptible | 28 |
Animation length | 35 |
Lag time |
Hitbox |
Interruptible |
Trivia[edit]
- The move has a 40% trip chance that can never actually happen, due to its vertical launch angle.
|